Changed "Script Execution Time" to be the gross time, i.e. including handling it in XEngine
Previously the "Net Time" was reported: only the time actually spent in the script's code. This is not a correct indication of how much load the script places on the simulator, because scripts that change state often or have many events use up a lot of time just in the event handlers, and previously this time wasn't counted.0.8.2-post-fixes
parent
a3bed1fbcb
commit
5679cd0100
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@ -753,194 +753,30 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
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if (Suspended)
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if (Suspended)
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return 0;
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return 0;
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EventParams data = null;
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Stopwatch timer = new Stopwatch();
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timer.Start();
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lock (EventQueue)
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try
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{
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{
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data = (EventParams)EventQueue.Dequeue();
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return EventProcessorInt();
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if (data == null) // Shouldn't happen
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{
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if (EventQueue.Count > 0 && Running && !ShuttingDown)
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{
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m_CurrentWorkItem = Engine.QueueEventHandler(this);
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}
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else
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{
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m_CurrentWorkItem = null;
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}
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return 0;
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}
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if (data.EventName == "timer")
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m_TimerQueued = false;
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if (data.EventName == "control")
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{
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if (m_ControlEventsInQueue > 0)
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m_ControlEventsInQueue--;
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}
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if (data.EventName == "collision")
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m_CollisionInQueue = false;
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}
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}
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finally
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if (DebugLevel >= 2)
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m_log.DebugFormat(
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"[SCRIPT INSTANCE]: Processing event {0} for {1}/{2}({3})/{4}({5}) @ {6}/{7}",
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data.EventName,
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ScriptName,
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Part.Name,
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Part.LocalId,
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Part.ParentGroup.Name,
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Part.ParentGroup.UUID,
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Part.AbsolutePosition,
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Part.ParentGroup.Scene.Name);
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m_DetectParams = data.DetectParams;
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if (data.EventName == "state") // Hardcoded state change
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{
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{
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State = data.Params[0].ToString();
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timer.Stop();
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ExecutionTime.AddSample(timer);
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if (DebugLevel >= 1)
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m_log.DebugFormat(
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"[SCRIPT INSTANCE]: Changing state to {0} for {1}/{2}({3})/{4}({5}) @ {6}/{7}",
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State,
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ScriptName,
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Part.Name,
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Part.LocalId,
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Part.ParentGroup.Name,
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Part.ParentGroup.UUID,
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Part.AbsolutePosition,
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Part.ParentGroup.Scene.Name);
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AsyncCommandManager.StateChange(Engine,
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LocalID, ItemID);
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// we are effectively in the new state now, so we can resume queueing
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// and processing other non-timer events
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m_StateChangeInProgress = false;
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Part.SetScriptEvents(ItemID, (int)m_Script.GetStateEventFlags(State));
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}
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}
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else
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}
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}
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private object EventProcessorInt()
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{
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EventParams data = null;
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lock (EventQueue)
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{
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data = (EventParams)EventQueue.Dequeue();
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if (data == null) // Shouldn't happen
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{
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{
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if (Engine.World.PipeEventsForScript(LocalID) ||
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data.EventName == "control") // Don't freeze avies!
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{
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// m_log.DebugFormat("[Script] Delivered event {2} in state {3} to {0}.{1}",
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// PrimName, ScriptName, data.EventName, State);
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try
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{
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m_CurrentEvent = data.EventName;
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m_EventStart = DateTime.Now;
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m_InEvent = true;
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Stopwatch timer = new Stopwatch();
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timer.Start();
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m_Script.ExecuteEvent(State, data.EventName, data.Params);
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timer.Stop();
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ExecutionTime.AddSample(timer);
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m_InEvent = false;
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m_CurrentEvent = String.Empty;
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if (m_SaveState)
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{
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// This will be the very first event we deliver
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// (state_entry) in default state
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//
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SaveState();
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m_SaveState = false;
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}
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}
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catch (Exception e)
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{
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// m_log.DebugFormat(
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// "[SCRIPT] Exception in script {0} {1}: {2}{3}",
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// ScriptName, ItemID, e.Message, e.StackTrace);
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m_InEvent = false;
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m_CurrentEvent = String.Empty;
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if ((!(e is TargetInvocationException)
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|| (!(e.InnerException is SelfDeleteException)
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&& !(e.InnerException is ScriptDeleteException)
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&& !(e.InnerException is ScriptCoopStopException)))
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&& !(e is ThreadAbortException))
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{
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try
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{
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// DISPLAY ERROR INWORLD
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string text = FormatException(e);
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if (text.Length > 1000)
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text = text.Substring(0, 1000);
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Engine.World.SimChat(Utils.StringToBytes(text),
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ChatTypeEnum.DebugChannel, 2147483647,
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Part.AbsolutePosition,
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Part.Name, Part.UUID, false);
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m_log.Debug(string.Format(
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"[SCRIPT INSTANCE]: Runtime error in script {0} (event {1}), part {2} {3} at {4} in {5} ",
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ScriptName,
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data.EventName,
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PrimName,
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Part.UUID,
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Part.AbsolutePosition,
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Part.ParentGroup.Scene.Name),
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e);
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}
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catch (Exception)
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{
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}
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// catch (Exception e2) // LEGIT: User Scripting
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// {
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// m_log.Error("[SCRIPT]: "+
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// "Error displaying error in-world: " +
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// e2.ToString());
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// m_log.Error("[SCRIPT]: " +
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// "Errormessage: Error compiling script:\r\n" +
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// e.ToString());
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// }
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}
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else if ((e is TargetInvocationException) && (e.InnerException is SelfDeleteException))
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{
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m_InSelfDelete = true;
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Engine.World.DeleteSceneObject(Part.ParentGroup, false);
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}
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else if ((e is TargetInvocationException) && (e.InnerException is ScriptDeleteException))
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{
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m_InSelfDelete = true;
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Part.Inventory.RemoveInventoryItem(ItemID);
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}
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else if ((e is TargetInvocationException) && (e.InnerException is ScriptCoopStopException))
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{
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if (DebugLevel >= 1)
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m_log.DebugFormat(
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"[SCRIPT INSTANCE]: Script {0}.{1} in event {2}, state {3} stopped co-operatively.",
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PrimName, ScriptName, data.EventName, State);
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}
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}
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}
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}
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// If there are more events and we are currently running and not shutting down, then ask the
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// script engine to run the next event.
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lock (EventQueue)
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{
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EventsProcessed++;
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if ((EventsProcessed == 1000) || (EventsProcessed == 10000) || ((EventsProcessed % 100000) == 0))
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{
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m_log.DebugFormat("[SCRIPT INSTANCE]: Script \"{0}\" (Object \"{1}\" {2} @ {3}.{4}, Item ID {5}, Asset {6}) in event {7}: processed {8:n0} script events",
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ScriptTask.Name,
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Part.ParentGroup.Name, Part.ParentGroup.UUID, Part.ParentGroup.AbsolutePosition, Part.ParentGroup.Scene.Name,
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ScriptTask.ItemID, ScriptTask.AssetID, data.EventName, EventsProcessed);
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}
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if (EventQueue.Count > 0 && Running && !ShuttingDown)
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if (EventQueue.Count > 0 && Running && !ShuttingDown)
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{
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{
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m_CurrentWorkItem = Engine.QueueEventHandler(this);
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m_CurrentWorkItem = Engine.QueueEventHandler(this);
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@ -949,12 +785,188 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
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{
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{
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m_CurrentWorkItem = null;
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m_CurrentWorkItem = null;
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}
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}
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return 0;
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}
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}
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m_DetectParams = null;
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if (data.EventName == "timer")
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m_TimerQueued = false;
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return 0;
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if (data.EventName == "control")
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{
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if (m_ControlEventsInQueue > 0)
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m_ControlEventsInQueue--;
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}
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if (data.EventName == "collision")
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m_CollisionInQueue = false;
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}
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}
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if (DebugLevel >= 2)
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m_log.DebugFormat(
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"[SCRIPT INSTANCE]: Processing event {0} for {1}/{2}({3})/{4}({5}) @ {6}/{7}",
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data.EventName,
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ScriptName,
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Part.Name,
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Part.LocalId,
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Part.ParentGroup.Name,
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Part.ParentGroup.UUID,
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Part.AbsolutePosition,
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Part.ParentGroup.Scene.Name);
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m_DetectParams = data.DetectParams;
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if (data.EventName == "state") // Hardcoded state change
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{
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State = data.Params[0].ToString();
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if (DebugLevel >= 1)
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m_log.DebugFormat(
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"[SCRIPT INSTANCE]: Changing state to {0} for {1}/{2}({3})/{4}({5}) @ {6}/{7}",
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State,
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ScriptName,
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Part.Name,
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Part.LocalId,
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Part.ParentGroup.Name,
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Part.ParentGroup.UUID,
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Part.AbsolutePosition,
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Part.ParentGroup.Scene.Name);
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AsyncCommandManager.StateChange(Engine,
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LocalID, ItemID);
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// we are effectively in the new state now, so we can resume queueing
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// and processing other non-timer events
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m_StateChangeInProgress = false;
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Part.SetScriptEvents(ItemID, (int)m_Script.GetStateEventFlags(State));
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}
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else
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{
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if (Engine.World.PipeEventsForScript(LocalID) ||
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data.EventName == "control") // Don't freeze avies!
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{
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// m_log.DebugFormat("[Script] Delivered event {2} in state {3} to {0}.{1}",
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// PrimName, ScriptName, data.EventName, State);
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try
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{
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m_CurrentEvent = data.EventName;
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m_EventStart = DateTime.Now;
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m_InEvent = true;
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try
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{
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m_Script.ExecuteEvent(State, data.EventName, data.Params);
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}
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finally
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{
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m_InEvent = false;
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m_CurrentEvent = String.Empty;
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}
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if (m_SaveState)
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{
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// This will be the very first event we deliver
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// (state_entry) in default state
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//
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SaveState();
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m_SaveState = false;
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}
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}
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catch (Exception e)
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{
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// m_log.DebugFormat(
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// "[SCRIPT] Exception in script {0} {1}: {2}{3}",
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// ScriptName, ItemID, e.Message, e.StackTrace);
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if ((!(e is TargetInvocationException)
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|| (!(e.InnerException is SelfDeleteException)
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&& !(e.InnerException is ScriptDeleteException)
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&& !(e.InnerException is ScriptCoopStopException)))
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&& !(e is ThreadAbortException))
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{
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try
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{
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// DISPLAY ERROR INWORLD
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string text = FormatException(e);
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if (text.Length > 1000)
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text = text.Substring(0, 1000);
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Engine.World.SimChat(Utils.StringToBytes(text),
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ChatTypeEnum.DebugChannel, 2147483647,
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Part.AbsolutePosition,
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Part.Name, Part.UUID, false);
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m_log.Debug(string.Format(
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"[SCRIPT INSTANCE]: Runtime error in script {0} (event {1}), part {2} {3} at {4} in {5} ",
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ScriptName,
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data.EventName,
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PrimName,
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Part.UUID,
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Part.AbsolutePosition,
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Part.ParentGroup.Scene.Name),
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e);
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}
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catch (Exception)
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{
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}
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// catch (Exception e2) // LEGIT: User Scripting
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// {
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// m_log.Error("[SCRIPT]: "+
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// "Error displaying error in-world: " +
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// e2.ToString());
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// m_log.Error("[SCRIPT]: " +
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// "Errormessage: Error compiling script:\r\n" +
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// e.ToString());
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// }
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}
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else if ((e is TargetInvocationException) && (e.InnerException is SelfDeleteException))
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{
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m_InSelfDelete = true;
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Engine.World.DeleteSceneObject(Part.ParentGroup, false);
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}
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else if ((e is TargetInvocationException) && (e.InnerException is ScriptDeleteException))
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{
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m_InSelfDelete = true;
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Part.Inventory.RemoveInventoryItem(ItemID);
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}
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else if ((e is TargetInvocationException) && (e.InnerException is ScriptCoopStopException))
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{
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if (DebugLevel >= 1)
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m_log.DebugFormat(
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"[SCRIPT INSTANCE]: Script {0}.{1} in event {2}, state {3} stopped co-operatively.",
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PrimName, ScriptName, data.EventName, State);
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}
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}
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}
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}
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// If there are more events and we are currently running and not shutting down, then ask the
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// script engine to run the next event.
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lock (EventQueue)
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{
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EventsProcessed++;
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if ((EventsProcessed == 1000) || (EventsProcessed == 10000) || ((EventsProcessed % 100000) == 0))
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{
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m_log.DebugFormat("[SCRIPT INSTANCE]: Script \"{0}\" (Object \"{1}\" {2} @ {3}.{4}, Item ID {5}, Asset {6}) in event {7}: processed {8:n0} script events",
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ScriptTask.Name,
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Part.ParentGroup.Name, Part.ParentGroup.UUID, Part.ParentGroup.AbsolutePosition, Part.ParentGroup.Scene.Name,
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ScriptTask.ItemID, ScriptTask.AssetID, data.EventName, EventsProcessed);
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}
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if (EventQueue.Count > 0 && Running && !ShuttingDown)
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{
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m_CurrentWorkItem = Engine.QueueEventHandler(this);
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}
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else
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{
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m_CurrentWorkItem = null;
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}
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}
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m_DetectParams = null;
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return 0;
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}
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}
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public int EventTime()
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public int EventTime()
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Reference in New Issue